code:
:: Widgets Forest [widget]
<<widget "forestmove">><<nobr>>

<<if $forestmove is "quickly">>
You move as quickly as the rough and wooded terrain will allow. Twigs and fallen branches snap loudly beneath your feet.
<<elseif $forestmove is "normally">>
You walk through the trees. The gentle sounds and scents make for a pleasant journey.
<<elseif $forestmove is "carefully">>
You sneak through the undergrowth, causing as little disturbance as possible.
<<elseif $forestmove is "secretin">>
The path you take would be invisible if you didn't know where to look. You soon find yourself much deeper in the forest.
<<elseif $forestmove is "secretout">>
The path you take would be invisible if you didn't know where to look. You soon find yourself near the edge of the forest.
<</if>>
<<set $forestmove to 0>>
<</nobr>><</widget>>

<<widget "eventforestoutskirts">><<nobr>>
<<if $rng lte 20>>
	<<if $exposed is 1>>

	You hear a pair up ahead, on the same trail as you.

		<<if $exhibitionism gte 35>>
		You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you.

		<<set $rng to random(1, 100)>>
			<<if $rng gte 61>>
			<<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>><<exhibitionist3>>

			<<else>>
			<<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 2>><</link>><<exhibitionist3>>

			<</if>>
		<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
		<<else>>
		You look down at your <<lewdness>> and feel anxious, you'll have to leave the trail or you'll be seen.

		<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
		<</if>>
	<<elseif $exposed gte 2>>

	You hear a pair up ahead, on the same trail as you.

		<<if $exhibitionism gte 75>>
		You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you.

			<<if $rng gte 41>>
			<<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>><<exhibitionist5>>

			<<else>>
			<<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 3>><</link>><<exhibitionist5>>

			<</if>>
		<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
		<<else>>
		You look down at your <<lewdness>> and feel anxious, you'll have to leave the trail or you'll be seen.

		<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
		<</if>>
	<<else>>
You hear a pair up ahead, on the same trail as you. Something about them makes you nervous.

	<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>

	<<set $rng to random(1,100)>>
		<<if $rng gte 81>>
	<<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>>

		<<else>>
		<<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 1>><</link>>

		<</if>>
	<</if>>
<<elseif $rng lte 40>>

<<forestwolfspy>>

<<elseif $rng lte 50>>
A lone wolf emerges from between the trees, teeth bared.

	<<if $bestialitydisable is "f">>

<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.
	<<beastescape>><<gtiredness>><<tiredness 4>><<physique 2>>

	<<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>>
	<</if>>
<<elseif $rng lte 100>>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>

<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>>
<</nobr>><</widget>>

<<widget "eventforest">><<nobr>>
<<if $rng lte 20 and $foresthunt lte 0>>
A chill runs up your spine, a warning from some primal instinct. Something is hunting you.<<set $foresthunt to 1>>

<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<<elseif $rng lte 30>>

<<forestwolfspy>>

<<elseif $rng lte 45>>
A lone wolf emerges from between the trees, teeth bared.

	<<if $bestialitydisable is "f">>

<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.<<beastescape>><<gtiredness>><<tiredness 4>><<physique 2>>

	<<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>>
	<</if>>

<<elseif $rng lte 50>>
<<forestbear>>

<<elseif $rng lte 95>>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>

<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<<else>>
<<forestcutter>>

<</if>>
<</nobr>><</widget>>

<<widget "eventforestdeep">><<nobr>>
<<if $rng lte 20 and $foresthunt lte 0>>
A chill runs up your spine, a warning from some primal instinct. Something is hunting you.<<set $foresthunt to 1>>

<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<<elseif $rng lte 30>>

<<forestwolfspy2>>

<<elseif $rng lte 40>>
A pair of wolves emerge from between the trees, teeth bared.

	<<if $bestialitydisable is "f">>

<<link [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored.<<beastescape>><<gtiredness>><<tiredness 8>><<physique 4>>

	<<link [[Next (0:40)|Forest]]>><<pass 40>><<set $eventskip to 1>><</link>>
	<</if>>

<<elseif $rng lte 43 and $voredisable is "f" and $bestialitydisable is "f">>
<<forestsnake>>

<<elseif $rng lte 50>>
<<forestbear>>

<<elseif $rng lte 70 and $hallucinations gte 2 and $tentacledisable is "f">>
Something grabs your ankle, causing you to trip and fall. You look back, and see a tree root coiling round you. Several others snake through the undergrowth.

<<link [[Struggle|Forest Tentacles]]>><<set $molestationstart to 1>><</link>>

<<if $deviancy gte 75>>
	<<link [[Allow them to Surround you|Forest Tentacles]]>><<set $molestationstart to 2>><</link>><<deviant5>>
<</if>>

<<elseif $rng lte 100>>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>

<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>>
<</nobr>><</widget>>

<<widget "eventforestsafe">><<nobr>>
<<if $forest lte 20>>
	<<if $rng gte 81>>
	You find a cluster of edible mushrooms growing at the base of a tree.

	<<if $scienceshroomheart lt 5>>
	<<link [[Take for science project|Forest Science Shroom]]>><<set $phase to 0>><</link>>

	<</if>>
	<<link [[Eat one|Forest Mushrooms]]>><<stress 3>><<tiredness -6>><</link>><<gstress>><<ltiredness>>

	<<link [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 61>>
	You come to a fast-flowing river.

		<<if $foresthunt gte 1>>
		You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous.
		<</if>>

	<<link [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</link>>

	<<link [[Ignore it|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 51>>
	<<forestarrow>>

	<<elseif $rng gte 41>>
	You find a trail which makes the going a little easier.<<lstress>><<stress -2>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 21>>
	You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.
	<<lstress>><<stress -2>>

		<<if $worn.upper.exposed gte 2>>
		<<link [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass 20>><</link>>

		<</if>>
		<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
		<<link [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass 20>><</link>>

		<</if>>
	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<<else>>
	You hear a wolf howl in the distance.
		<<if $wolfgirl gte 3>>
		<<garousal>><<arousal 6>>
		<<else>>
		<<gstress>><<stress 1>>
		<</if>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<elseif $forest lte 50>>
	<<if $rng gte 81>>
	You find a cluster of edible mushrooms growing at the base of a tree.

	<<if $scienceshroomheart lt 5>>
	<<link [[Take for science project|Forest Science Shroom]]>><<set $phase to 0>><</link>>

	<</if>>

	<<link [[Eat one|Forest Mushrooms]]>><<stress 6>><<tiredness -6>><</link>><<gstress>><<ltiredness>>

	<<link [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 61>>
	You come to a fast-flowing river.

		<<if $foresthunt gte 1>>
		You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous.
		<</if>>

	<<link [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</link>>

	<<link [[Ignore it|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 51>>
	<<forestdagger>>

	<<elseif $rng gte 41>>
	You find a trail which makes the going a little easier.<<lstress>><<stress -2>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 21>>
	You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.

	<<lstress>><<stress -2>>

	<<if $worn.upper.exposed gte 2>>
	<<link [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass 20>><</link>>

	<</if>>
	<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
	<<link [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass 20>><</link>>

	<</if>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<<else>>
	You hear a wolf howl in the distance.
		<<if $wolfgirl gte 3>>
		<<garousal>><<arousal 6>>
		<<else>>
		<<gstress>><<stress 1>>
		<</if>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<elseif $forest lte 100>>
	<<if $rng gte 81>>
	You find a cluster of edible mushrooms growing at the base of a decaying tree.

	<<if $science gte 200>>
	You remember from school that they're called wolfshrooms, and were prized by warriors in ancient times.
	<</if>>

	<<if $scienceshroomwolf lt 5>>
	<<link [[Take for science project|Forest Science Shroom]]>><<set $phase to 1>><</link>>

	<</if>>

	<<link [[Eat one|Forest Mushrooms2]]>><<set $drunk += 60>><<set $arousal += 3000>><<trauma -3>><<set $wolfbuild += 3>><</link>><<garousal>><<ltrauma>>

	<<link [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 71>>
	A breeze caresses your face as you enter a clearing. Stood in the middle is a deer. It stops feeding when it notices you, but doesn't move.

	<<link [[Approach|Forest Deer]]>><</link>>

	<<link [[Ignore|Forest]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 61>>
	You come to a fast-flowing river.

		<<if $foresthunt gte 1>>
		You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous.
		<</if>>

	<<link [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</link>>

	<<link [[Ignore it|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 51>>
	<<forestgem>>

	<<elseif $rng gte 41>>
	You find a trail which makes the going a little easier.<<lstress>><<stress -2>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 21>>
	You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.<<lstress>><<stress -2>>

	<<if $worn.upper.exposed gte 2>>
	<<link [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass 20>><</link>>

	<</if>>
	<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
	<<link [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass 20>><</link>>

	<</if>>
	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<<else>>
	You hear a wolf howl in the distance.
		<<if $wolfgirl gte 3>>
		<<garousal>><<arousal 6>>
		<<else>>
		<<gstress>><<stress 1>>
		<</if>>

	<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "forestwolfspy">><<nobr>>

A pair of eyes stares out from the darkness beneath a fern.
<<gstress>><<stress 6>>

<<if $deviancy gte 15 and $bestialitydisable is "f">>
<<link [[Adopt mating posture|Forest Wolf Mate]]>><</link>><<deviant2>>

<</if>>
<<if $wolfgirl gte 6>>
<<link [[Howl|Forest Howl]]>><<stress -12>><<trauma -6>><<set $phase to 0>><</link>><<ltrauma>><<lstress>><<wolfgirl>>

<</if>>
<<link [[Continue|Forest]]>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

<<widget "forestwolfspy2">><<nobr>>

Two pairs of eyes stare out from the darkness between the trees.
<<gstress>><<stress 6>>

<<if $deviancy gte 35 and $bestialitydisable is "f">>
<<link [[Adopt mating posture|Forest Wolf Mate2]]>><</link>><<deviant3>>

<</if>>
<<if $wolfgirl gte 6>>
<<link [[Howl|Forest Howl]]>><<stress -12>><<trauma -6>><<set $phase to 1>><</link>><<ltrauma>><<lstress>><<wolfgirl>>

<</if>>
<<link [[Continue|Forest]]>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

<<widget "forestcutter">><<nobr>>
<<generate1>><<person1>>
You hear a steady noise up ahead. As you get closer, you see a <<person>> chopping a tree.

<<if $exposed gte 1>>
You crouch behind a bush to conceal your <<nuditystop>>

	<<if $exposed gte 2>>
		<<if $exhibitionism gte 75>>
		<<link [[Let them see you|Forest Cutter Exhibitionism]]>><<set $phase to 2>><</link>><<exhibitionist5>>

		<</if>>
	<<else>>
		<<if $exhibitionism gte 35>>
		<<link [[Let them see you|Forest Cutter Exhibitionism]]>><<set $phase to 1>><</link>><<exhibitionist3>>

		<</if>>
	<</if>>
<<link [[Sneak around|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
<<He>> waves at you.

<<link [[Approach|Forest Cutter]]>><</link>>

<<link [[Wave back and continue on|Forest]]>><<stress -12>><<set $eventskip to 1>><<endevent>><</link>><<lstress>>

<</if>>

<</nobr>><</widget>>

<<widget "forestsnake">><<nobr>>

You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor.
<<set $trance to 1>>

<<link [[Next|Forest Snake]]>><<set $molestationstart to 1>><</link>>

<</nobr>><</widget>>

<<widget "forestbear">><<nobr>>

You see fresh bear prints in the dirt.

<<if $foresthunt gte 1>>
You feel whatever's hunting you draw closer.

<</if>>

<<link [[Take a detour (0:30)|Forest]]>><<pass 30>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><</link>>

<<if $bestialitydisable is "f">>
	<<if $rng gte 81>>
	<<link [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	<<link [[Ignore them|Forest]]>><<set $eventskip to 1>><</link>>

	<</if>>
<</if>>

<</nobr>><</widget>>

<<widget "forestspider">><<nobr>>

<</nobr>><</widget>>

<<widget "forestdagger">><<nobr>>
You tread on something hard. You kneel and pull it from the forest detritus. It's an ancient dagger, worn beyond use. A collector might pay for this.

<<set $antiquemoney += 40>><<if $antiqueforestdagger is undefined>><<set $antiqueforestdagger to "found">><</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

<<widget "forestgem">><<nobr>>
Something glints at the base of a tree stump. You tug it free. A calmness falls over you.
<<lstress>><<stress -3>>

It's a translucent green gemstone. A collector might pay for it.

<<set $antiquemoney += 100>><<if $antiqueforestgem is undefined>><<set $antiqueforestgem to "found">><</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

<<widget "forestarrow">><<nobr>>
You spot a decaying metal shard amongst the fallen bark at your feet. It's an arrowhead. A collector might pay for it.

<<set $antiquemoney += 20>><<if $antiqueforestarrow is undefined>><<set $antiqueforestarrow to "found">><</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

<<widget "foresthunt">><<nobr>>
<<set $foresthunt to 0>>
<<if $bestialitydisable is "f" and $rng gte 51>>
	<<if $syndromewolves is 1 and $wolfpacktrust gte 24>>
	The black wolf bounds towards you! It leaps on top of you and licks your face, then turns and walks every paces before turning and looking at you.

	<<link [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<pass 30>><</link>>

	<<link [[Continue|Forest]]>><<set $eventskip to 1>><</link>>

	<<elseif $syndromewolves is 1>>
	The black wolf bounds towards you!

	<<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	A monstrous black wolf bounds towards you!

	<<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<<else>>
	<<if $edenfreedom gte 2 and $edendays gte 8>>

	<<npc Eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice. "I've been looking for you all over. Come on, let's go home."

	<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>

	<<elseif $edenfreedom gte 1 and $edendays gte 2>>
	<<npc Eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice. "I've been looking for you all over. Come on, let's go home."

	<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>

	<<elseif $edenfreedom gte 1>>
	<<npc Eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. "Sorry," it's Eden. "I just wanted to check on you. Why do you look scared?"<<set $stress -= 2000>>

	<<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><</link>>

	<<link [[Say goodbye|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<else>>
	<<npc Eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice. "I've got you now. Don't resist."

	<<link [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "eventwolfcave">><<nobr>>
<<if $wolfpacktrust gte 12>>
The black wolf walks up to you and turns until its <<if $blackwolfgenitals is "penis">>erect penis<<else>>wet pussy<</if>> hovers inches away from you. It waits. The other wolves watch.

<<link [[Take it in hand|Wolf Cave Hand]]>><<set $sexstart to 1>><</link>><<deviant1>>

<<link [[Refuse|Wolf Cave Hand Refuse]]>><</link>>

<<else>>
	<<if $rng gte 81>>
	Most of the pack leave to hunt, only a pair remain to guard you. Now could be your chance to escape.

	<<link [[Try to escape|Forest Wolf Cave Pair]]>><</link>>

	<<link [[Stay put (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>>

	<<else>>
	One of the wolves approaches you.

	<<link [[Next|Forest Wolf Cave Molestation]]>><<set $molestationstart to 1>><</link>>

	<</if>>
<</if>>
<</nobr>><</widget>>

<<widget "cabintime">><<nobr>>
<<if $hour is 6>>
<<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 5>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 4>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 3>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 2>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 1>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 0>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<<elseif $hour is 23>>
<<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>><<pass 1 hour>><<tiredness -12>>
<</if>>
<</nobr>><</widget>>

<<widget "passoutforest">><<nobr>>

You've pushed yourself too much.

<<passout>>

<<set $danger to random(1, 10000)>>

<<if $danger gte (9900 - $allure)>>

	<<if $rng gte 1>>
	<<foresthunt>>
	<</if>>

<<else>>
<<set $foresthunt to 0>>
<<ambulance>>
<</if>>

<<pass 1 hour>>

<<set $trauma +=10>><<set $stress -= 2000>>

<</nobr>><</widget>>


code:
:: Lake Mermaid [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<generatec1>><<person1>>
You wake up unable to move. You're up to your neck in sand.

"You're awake," says a <<personstop>> <<Hes>> not alone. "You looked so peaceful asleep on the beach. We decided to turn you into a mermaid. We are almost done, we just want a picture." They step back to admire their handiwork. The <<person>> looks up, and fear darkens <<his>> face. <<He>> and <<his>> friends run.

<<endevent>><<generatey1>><<generatey2>><<generatey3>> Seconds later a shadow is cast over you. It's a group of teenagers. "What do we have here?" A <<person1>><<person>> says. <<He>> drops to <<his>> knees in front of you.

<<if $submissive gte 1150>>
	"P-please don't," you plead.
<<elseif $submissive lte 850>>
	"Don't think I'm harmless," you say. "I'll rip you to pieces if you come near."
<<else>>
	"Don't you dare," you say.
<</if>>

"Don't worry," <<he>> says. "We aren't gonna touch you, but," <<he>> grins at <<his>> friends. "I think this mermaid needs a makeover." <<His>> friends kneel beside <<himstop>>

<<if $NPCList[0].penis isnot "none">>
	They expose their penises and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first. It shoots all over your forehead and dribbles around your eyes. The others follow suit, and soon you're covered from the neck up.
<<else>>
	They expose their pussies and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first, and squirts all over your forehead. It dribbles around your eyes. The others follow suit, and you're soon covered in pussy juice from the neck up.
<</if>>
<<set $facesemen += 5>>

"Aren't we nice?" the <<person>> says. They stand and leave, but not before taking pictures. Others along the shore watch.<<gtrauma>><<trauma 6>><<famerape 30>><<status -30>><<llcool>>

<<endevent>>
<<link [[Struggle (0:30)|Lake Mershame]]>><<pass 30>><</link>>

:: Lake Mershame [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<generatey1>>
You continue to struggle against the sand. A few people come for a closer look, and either laugh or take a picture. Or both. Until a <<person1>><<personcomma>> who kneels beside you digs you out. <<He>> at least suppresses <<his>> laughter.

<<endevent>>
<<link [[Next|Lake Shore]]>><<set $eventskip to 1>><</link>>

:: Lake Couple [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $lakecouple to 1>>
<<generate1>><<generate2>><<person1>><<person2>>
You walk into the light of the fire. You see them more closely now, a <<person1>><<person>> and <<person2>><<personstop>> "Hey," the <<person1>><<person>> says. "What are you doing out here alone? Come join us."

<<link [[Join them (0:10)|Lake Couple 2]]>><<pass 10>><</link>>

<<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><</link>>

:: Lake Couple 2 [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You sit down beside them. "We're enjoying our time away from the city," the <<person2>><<person>> says while the <<person1>><<persons>> head rests on <<person2>><<his>> shoulder. You tell them a bit about yourself.<<lstress>><<stress -2>>

After chatting for a bit, the <<person1>><<person>> shivers. "It's chilly tonight," <<he>> says. <<He>> pats <<his>> lap. "Come on. We'll keep each other warm."

<<link [[Sit on lap (0:10)|Lake Couple 3]]>><<pass 10>><</link>>

<<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><</link>>

:: Lake Couple 3 [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You sit on the <<person1>><<persons>> lap. You hear the couple kiss each other. You sit together for several minutes, listening to the fire crackle and the gentle ripple of the water.<<stress -2>><<trauma -1>><<lstress>><<ltrauma>>

The <<person2>><<person>> leans over and kisses your cheek. <<He>> looks at the <<person1>><<person>> as if for approval. The <<person>> leans in and kisses you too.

<<link [[Return Kisses|Lake Couple 4]]>><</link>><<promiscuous1>>

<<link [[Pull away and leave|Lake Campsite]]>><<endevent>><</link>>

:: Lake Couple 4 [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You kiss them back. One after the other, while the other kisses your cheek. Sometimes they kiss each other.<<promiscuity1>>

"I'm sorry," the <<person2>><<person>> pants. "I should have asked first." You're not sure who <<hes>> addressing.

<<person1>>"It's getting late," the <<person>> says. "The tent is waiting."

<<if $promiscuity gte 15>>
	<<link [[Join them|Lake Couple 5]]>><</link>><<promiscuous2>>

<</if>>
<<if $exhibitionism gte 35>>
	<<link [[Strip and join them|Lake Couple 5]]>><<upperstrip>><<lowerstrip>><<underlowerstrip>><<set $phase to 1>><</link>><<exhibitionist3>>

<</if>>
<<link [[Part ways|Lake Campsite]]>><<endevent>><</link>>

:: Lake Couple 5 [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
The <<person1>><<person>> holds your hand as you approach the tent. <<He>> lets go to enter and the <<person2>><<person>> follows <<person1>><<himstop>>
<<if $phase is 1>>
	You take off your clothes and enter after them. You shuffle between the sheets and lie naked between two strangers.<<exhibitionism3>>
<<else>>
	You enter the them and shuffle between the sheets, between the two strangers.<<promiscuity2>>

<</if>>
<<link [[Cuddle (0:30)|Lake Couple Cuddle]]>><<trauma -3>><<stress -6>><</link>><<ltrauma>><<lstress>>

<<if $promiscuity gte 35>>
	<<link [[Embrace and kiss|Lake Couple Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>

<</if>>
<<link [[Shuffle out and be on your way|Lake Campsite]]>><<clotheson>><<endevent>><</link>>

:: Lake Couple Cuddle [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You snuggle up to them and they cuddle back. You lie there for a while, feeling their warm bodies pressed against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep.

<<link [[Next|Lake Campsite]]>><<clotheson>><<endevent>><</link>>

:: Lake Couple Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemytrust += 200>>
	You roll over and embrace the <<person1>><<personstop>> You kiss <<himstop>> You feel the <<person2>><<person>> shift closer over behind you.<<person1>><<promiscuity3>>

<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Lake Couple Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Lake Couple Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Lake Couple Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Couple Sex]]>><</link>><<nexttext>>
<</if>>

:: Lake Couple Sex Finish [nobr]

<<set $outside to 1>><<set $location to "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	You lie with them a little longer, feeling the warmth of their bodies against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	You shove them away from you and leave the tent.

	<<clotheson>>
	<<endcombat>>
<<elseif $finish is 1>>
	They stop touching you and let you leave the tent.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<link [[Next|Lake Campsite]]>><</link>>

:: Lake Journey [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $cool gte 160>>
	They're eager to have you along. They form around you and vie for your attention. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>>

	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
		<<lakejourney>>
	<<else>>
		You arrive at the lake without a problem.

		<<link [[Next|Lake Shore]]>><</link>>

	<</if>>
<<elseif $cool gte 40>>
	They're happy to have you along. You chat as you travel, making sure to stay close. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>>

	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
		<<lakejourney>>
	<<else>>
		You arrive at the lake without a problem.

		<<link [[Next|Lake Shore]]>><</link>>

	<</if>>
<<else>>
	They look at each other and smirk at your request, but they don't turn you down. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>>

	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
		<<lakejourney>>
	<<else>>
		You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest.
		<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>

		<<link [[Next|Forest]]>><<set $forest to 30>><</link>>

	<</if>>
<</if>>

:: Lake Wolf Run [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You join the others in sprinting the rest of the way to the lake. You don't know if the wolf gave chase, but you all arrive safely.

<<link [[Lake|Lake Shore]]>><</link>>

:: Lake Wolf Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "dogpack">>
	<<beast1init>><<beasttype wolf>>
	You step towards the wolf. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They run towards the lake. Once alone, you drop to the ground and assume the position.<<deviancy2>>
<</if>>
<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Lake Wolf Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Lake Wolf Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Lake Wolf Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Wolf Sex]]>><</link>><<nexttext>>
<</if>>

:: Lake Wolf Sex Finish [nobr]

<<set $outside to 1>><<set $location to "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	Satisfied, the wolf wanders deeper into the forest.

	<<tearful>> you continue to the lake.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	<<tearful>> you watch the wolf flee deeper into the forest.

	<<clotheson>>
	<<endcombat>>
<<else>>
	The wolf wonders deeper into the forest.
	<<tearful>> you continue to the lake.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<link [[Next|Lake Shore]]>><</link>>

:: Lake Hang [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $rng gte 81>>
	You skip rocks across the lake's surface with several others. Someone's skips six times.

<<elseif $rng gte 61>>
	You help build a sandcastle, until it collapses under its own weight. You have a nice time regardless.

<<elseif $rng gte 41>>
	You play catch with a Frisbee.<<physique 3>>

<<elseif $rng gte 21>>
	<<if $cool gte 160>>
		You chat with some students you recognise from your classes. A <<generates1>><<person1>><<person>> tries to impress you by entering the forest alone. <<He>> doesn't get far before a strange noise scares <<him>> back.<<ltrauma>><<trauma -3>><<endevent>>

	<<elseif $cool gte 40>>
		You chat with some students you recognise from your classes.

	<<else>>
		You try to chat with some students you recognise from your classes. You're mostly ignored.<<gtrauma>><<trauma 3>>

	<</if>>
<<else>>
	An impromptu game of tag starts.
	<<if $physique gte (($physiquemax / 7) * 6)>>
		No one can catch you.<<gcool>><<status 1>><<physique 3>>
	<<elseif $physique gte (($physiquemax / 7) * 2)>>
		You give as good as you get.<<physique 3>>

	<<else>>
		Once "it" you struggle to catch anyone.<<lcool>><<status -10>><<physique 3>>

	<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $hour is 20>>
	It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone.

	<<if $exposed lte 0>>
		<<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>>

	<</if>>
	<<link [[Stay|Lake Shore]]>><</link>>

<<elseif $danger gte (9900 - $allure)>>
	<<if $cool gte 160>>
		A <<generates1>><<person1>><<person>> approaches you. "H-hi," <<he>> says. "Umm, c-can I ask you something?" <<He>> takes a deep breath. "Will you kiss me? They said they'd leave me alone if I could get a kiss from you." <<He>> looks down and blushes. The teenagers <<hes>> referring to watch from a rock not far away. You've seen them bully the <<person>> before.

		<<link [[Kiss|Lake Kiss]]>><<status -10>><</link>><<promiscuous1>><<lcool>>

		<<link [[Refuse|Lake Refuse]]>><</link>>

		<<link [[Laugh|Lake Laugh]]>><<status 1>><</link>><<gcool>>

		<<else>>
		A <<generatey1>><<person1>><<person>> tackles you behind a rock and gropes you.

		<<if $promiscuity gte 15>>
			<<link [[Grope back|Lake Hang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>

		<</if>>
		<<link [[Shove away|Lake Hang Shove]]>><</link>>

	<</if>>
<<else>>
	<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

	<<link [[Stop|Lake Shore]]>><</link>>

<</if>>

:: Lake Kiss [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You grip <<his>> collar and pull <<him>> close. <<His>> eyes widen in surprise, but then close. You feel <<him>> shiver. The bullies on the rock stare, dumbfounded. One throws an empty bottle to the ground in disgust. They drop from the rock and walk away.<<promiscuity1>>
You pull away from the <<personstop>> <<Hes>> blushing and tearing up. "Th-thank you." <<He>> turns and runs.<<famegood 20>>

<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

:: Lake Refuse [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You shake your head. <<He>> smiles. "I know. It's unfair of me to ask. Thanks anyway." <<He>> walks away. The bullies on the rock jeer and taunt <<himstop>>

<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

:: Lake Laugh [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You burst into laughter. The bullies on the rock follow suit. The <<person>> looks down and runs into the forest.

<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

:: Lake Hang Shove [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $rng gte 81>>
	You shove <<him>> off you. <<He>> sneers and climbs back on, gagging your mouth with <<his>> hand. "Don't try that again <<bitchcomma>>" <<he>> says. "This is happening."

	<<link [[Next|Lake Hang Sex]]>><<set $molestationstart to 1>><</link>>

<<else>>
	You shove <<him>> off you. <<He>> shrugs and leaves to find someone else to pester.

	<<endevent>>
	<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

	<<link [[Stop|Lake Shore]]>><</link>>

<</if>>

:: Lake Hang Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemytrust += 100>>
	<<promiscuity2>>
<</if>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $consensual to 0>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<controlloss>>
	<<molested>>
	<<man1init>>
	<<set $mouthuse to "lefthand">><<set $NPCList[0].lefthand to "mouth">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Lake Hang Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Lake Hang Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Lake Hang Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Hang Sex]]>><</link>><<nexttext>>
<</if>>

:: Lake Hang Sex Finish [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $enemyhealth lte 0>>
	<<He>> recoils in pain. <<tearful>> you run out into the open where <<he>> can't try that again.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> lies on <<his>> back and pants. <<tearful>> you climb to your feet.

	<<clotheson>>
	<<endcombat>>
<<else>>
	<<He>> hesitates, but climbs off you. <<tearful>> you struggle to your feet as <<he>> wanders off.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<link [[Next|Lake Shore]]>><</link>>

:: Lake Return Journey [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You join the others and enter the darkening forest. People don't talk much, until the lights of town can be seen between the trees.

<<link [[Next|Wolf Street]]>><</link>>

:: Lake Wave [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You wave at the <<personstop>> <<He>> waves back. <<Hes>> a distance away, but you think <<hes>> smiling.

<<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>

:: Lake Flash [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $worn.upper.exposed gte 2>>
	You bare your <<breasts>> above the water and wave. The <<person>> whistles at you.
<<else>>
	You <<pullup>> your $worn.upper.name, baring your <<breasts>> for the <<personstop>> <<He>> whistles at you.
<</if>>
<<exhibitionism3>>
<<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>

:: Lake Vore [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<molested>>
	<<controlloss>>
	<<set $vorestage to 1>>
	<<set $vorecreature to "frog">>
	<<set $vorestrength to 1>><<set $position to "doggy">>
<</if>>
<<water>><<effects>><<voreeffects>>
<<vore>>
<<voreactions>>
<<if $stress gte 10000>>
	<<link [[Next|Lake Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
	<<link [[Next|Lake Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
	<<link [[Next|Lake Vore Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Vore Finish [nobr]

<<water>><<effects>>
<<if $stress gte 10000 or $vorestomach gte 5>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<passoutlake>>
<<else>>
	<<tearful>> you haul yourself out of the $vorecreature's maw. It disappears back into the depths.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Lake Depths]]>><</link>>

<</if>>

:: Lake Ritual [nobr]

<<set $outside to 1>><<set $location to "forest">><<effects>>
<<set $forest to 10>>
<<set $leftarm to "bound">><<set $rightarm to "bound">>
<<upperruined>><<lowerruined>><<underruined>>
<<generate1>><<person1>>
<<if $pronoun is "m">>
	<<generatem2>><<generatem3>><<generatem4>><<generatem5>><<generatem6>>
<<else>>
	<<generatef2>><<generatef3>><<generatef4>><<generatef5>><<generatef6>>
<</if>>
You awaken naked on a stone slab with your arms tied down. All around you loom <<monks>> wearing ceremonial attire. They chant in a language you don't understand. They fall silent, then reach for you.

<<link [[Next|Lake Ritual Molestation]]>><<set $molestationstart to 1>><</link>>

:: Lake Ritual Molestation [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $consensual to 0>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<controlloss>>
	<<molested>>
	<<man1init>>
	<<npcidlegenitals>>
	<<set $enemyarousalmax /= 2>>
	<<set $enemyarousal /= 2>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Lake Ritual Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Lake Ritual Molestation Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Ritual Molestation]]>><</link>><<nexttext>>
<</if>>

:: Lake Ritual Molestation Finish [nobr]

<<effects>>
<<if $enemyhealth lte 0>>
	They back away from you, not wanting to be the next one hit. They whisper amongst themselves for a moment, then disappear into the forest.

	You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.

	<<clotheson>>
	<<endcombat>>
<<else>>
	<<ejaculation>>
	"The ritual is complete," the <<person1>><<person>> stammers. "We can return to the temple." They disappear into the forest. They don't untie you.

	You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<pass 20>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<<set $stress -= 1000>>

:: Lake Boar Stand [nobr]

<<set $outside to 1>><<effects>><<lakeeffects>>
You stand your ground. The boar doesn't consider long before charging you.
<<if $rng gte 51>>
	Before it reaches you however, it runs in a semicircle and back towards the forest. You hear a splash in the lake behind you, but when you turn there's nothing there.

	<<set $eventskip to 1>>
	<<destinationlake>>
<<else>>
	It knocks you to the ground with its first pass, and leaps on you with the second.

	<<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Lake Boar Run [nobr]

<<set $outside to 1>><<effects>><<lakeeffects>>
You sprint away from the boar. You hear it's paws breaking the dirt behind you.
<<if $physique gte $rng * 100 + 6000>>
	You run fast enough that the boar gives up. You turn and see it returning to the litter by the tree.
	<<set $eventskip to 1>>
	<<destinationlake>>
<<else>>
	You're not fast enough. The boar knocks you to the ground and leaps on top of you.

	<<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Lake Boar Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "dogpack">>
	<<beast1init>><<beasttype boar>>
	<<set $beaststance to "top">>
<</if>>
<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Lake Boar Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Lake Boar Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Boar Rape]]>><</link>><<nexttext>>
<</if>>

:: Lake Boar Rape Finish [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	Satisfied, the boar returns to the litter by the tree.

	<<tearful>> you climb to your feet.

	<<clotheson>>
	<<endcombat>>
	<<set $eventskip to 1>>
	<<destinationlake>>
<<elseif $enemyhealth lte 0>>
	The boar squeals and flees into the trees.

	<<tearful>> you climb to your feet.

	<<clotheson>>
	<<endcombat>>
	<<set $eventskip to 1>>
	<<destinationlake>>
<</if>>

repo_name: fizzyboi/degrees

license: mit


code:
:: Lake Shore [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakeshore">>

<<if $laketeenspresent is 1>>
You are at the shore of the lake. There are several people playing in the water. You can see the Swimmers Dock with a few teens sitting on it.
<<elseif $daystate is "night">>
	<<if $weekday is 7 or $weekday is 1>>
	You are at the shore of the lake. You can see faint light from a fire at the campsite across the water.
	<<else>>
	You are at the shore of the lake. Dark water ripples unseen.
	<</if>>
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are at the shore. Undulating waves splash against the sand and rocks. A bear eats fish on the opposite bank.
<<else>>
You are at the shore of the lake. You can see your reflection in its surface. The Swimmers Dock sits idle out on the water.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

There's a rocky alcove, where you could store your clothes.

<<lakeclothes>>

	<<if $laketeenspresent is 1 and $exposed lte 0 and $hour isnot 20>>
	<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

	<</if>>
<<link [[Swim (0:02)|Lake Shallows]]>><<pass 2>><</link>>

	<<if $dev is 1>>
	<<link [[North to firepit (0:10)|Lake Firepit]]>><<pass 10>><</link>>

	<</if>>
<<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>

<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

<<set $eventskip to 0>>
<</if>>

:: Lake Waterfall [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>
<<if $laketeenspresent is 1>>
	You are at the Waterfall. Some of the younger students are playing in the falling water. Teens sit in the pond above.
<<elseif $daystate is "night">>
	You are at the waterfall. The moonlight turns the falling water into a curtain of silver.
<<else>>
	You are at the Waterfall. Water is flowing down from the pond up on the rocks. A refreshing mist rolls out.
<</if>>
<<if $weather is "rain">>
	The water is alive with motion as rain breaks its surface.
<<else>>
	The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
	You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<elseif $foresthunt gte 10>>
	<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
	<<eventlake>>
<<else>>
	<<lakereturnjourney>>
	<<if $sexStats.anus.pregnancy.seenDoctor gte 2>>
		<<set $container.lastLocation to $location>>
		<<print '<<link [[Check ' + $container[$location].name + ' (0:05)|Containers]]>><<pass 5>><</link>>'>>

	<</if>>
	<<link [[North to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>

	<<link [[South to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>

	<<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

	<<set $eventskip to 0>>
<</if>>

:: Lake Fishing Rock [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakefishingrock">>
<<if $laketeenspresent is 1>>
	You are on the Fishing Rock. You see people on the other side of the lake. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding.
<<elseif $daystate is "night">>
	You are on the Fishing Rock. Dark water ripples unseen.
<<elseif $daystate is "dusk" or $daystate is "dawn">>
	You are on the Fishing Rock. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding.
<<else>>
	You are on the Fishing Rock. From here you have a clear view of the entire lake. You see fish swimming in the water.
<</if>>
<<if $weather is "rain">>
	The water is alive with motion as rain breaks its surface.
<<else>>
	The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
	You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<elseif $foresthunt gte 10>>
	<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
	<<eventlake>>
<<else>>
	<<lakereturnjourney>>
	<<link [[Meditate|Lake Meditate]]>><<set $phase to 1>><</link>>

	<<link [[North to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>

	<<link [[South to campsite (0:20)|Lake Campsite]]>><<pass 20>><</link>>

	<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

	<<set $eventskip to 0>>
<</if>>

:: Lake Firepit [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakefirepit">>
<<if $laketeenspresent is 1>>
	You are at the Firepit. There are people sitting on the stone benches that circle the pit. You can see several people splashing in the water down on the shore.
<<elseif $daystate is "night">>
	<<if $laketeensfire is 1>>
		You are at the Firepit. People are sitting around the fire as it burns, talking and drinking. The reflection of the fire on the lake's surface is almost mesmerising.
	<<else>>
		You are at the Firepit. Dark water ripples unseen.
	<</if>>
<<elseif $daystate is "dusk" or $daystate is "dawn">>
	You are at the Firepit. There are stone benches circling the pit.
<<else>>
	You are at the Firepit. There are stone benches circling the pit.
<</if>>
<<if $weather is "rain">>
	The water is alive with motion as rain breaks its surface.
<<else>>
	The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1 or $laketeensfire is 1>>
	You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<elseif $foresthunt gte 10>>
	<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
	<<eventlake>>
<<else>>
	<<lakereturnjourney>>
	<<link [[South to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>

	<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

	<<set $eventskip to 0>>
<</if>>

:: Lake Campsite [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakecampsite">>
<<if $daystate is "night">>
	<<if $weather isnot "rain" and $hour gte 18 and $lakecouple isnot 1>>
		You are at the Campsite. A couple cuddle beside a small fire. There is a tent set up nearby.
	<<elseif $weather isnot "rain" and $hour lte 18>>
		You are at the Campsite. Embers burn beside a tent.
	<<else>>
		You are at the Campsite. An unlit fireplace sits in the centre of the clearing. The rain may have driven off campers.
	<</if>>
<<elseif $daystate is "dawn">>
	You are at the Campsite. It looks like it was used recently.
<<else>>
	You are at the Campsite. An unlit fireplace sits in the centre of the clearing.
<</if>>

<<if $weather isnot "rain" and $hour gte 18 and $exposed gte 1 and $lakecouple isnot 1>>
	You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<elseif $foresthunt gte 10>>
	<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
	<<eventlake>>
<<else>>
	<<lakereturnjourney>>
	<<if $weather isnot "rain" and $hour gte 18 and $exposed lte 0 and $lakecouple isnot 1>>
		<<link [[Approach the couple|Lake Couple]]>><</link>>

	<</if>>
	<<link [[North to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>

	<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

	<<set $eventskip to 0>>
<</if>>

:: Lake Shallows [nobr]

<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<water>><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
	You are swimming in the lake near the shore. The beach is alive with activity. People play in the sand and water.
<<else>>
	<<if $weather is "rain">>
		You are swimming in the lake near the shore. The rain drowns out the sounds of the forest.
	<<else>>
		You are swimming in the lake near the shore. There is no one at the beach today. The sound of the forest fills the air.
	<</if>>
<</if>>
<<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">>
	Someone is swimming further out, past the dock.
<</if>>

<<if $laketeenspresent is 1 and $exposed gte 1>>
	You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.

<</if>>
<<if $lakeswim is 1>>
	<<set $lakeswim to 0>>
	You practice swimming in the lake.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
			The dark water dances with the rain. It's exhilarating, if scary.
		<<else>>
			The black water is gentle.
		<</if>>
	<<elseif $daystate is "dusk">>
		<<if $weather is "rain">>
			Rain agitates the cool water.
		<<else>>
			The falls over the trees, casting its double in the water.
		<</if>>
	<<elseif $daystate is "dawn">>
		<<if $weather is "rain">>
			Rain agitates the cool water.
		<<else>>
			The morning sun rises over the trees, casting its double in the water.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
			Rain agitates the warm water.
		<<else>>
			The water is warm and gentle.
		<</if>>
	<</if>>
	<<physique 3>><<swimmingskilluse>>

<</if>>
<<if $phase is 1>>
	<<set $phase to 0>>
	You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
	<<plantupper>>

	<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
		<<parasite nipples urchin>><<garousal>><<arousal 6>>

	<</if>>
<</if>>
<<if $phase is 2>>
	<<set $phase to 0>>
	You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
	<<plantlower>>

	<<if $rng gte 91 and $parasite.penis.name is undefined and $penisexist is 1 and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
		<<parasite penis urchin>><<garousal>><<arousal 6>>

	<<elseif $rng gte 91 and $parasite.clit.name is undefined and $vaginaexist is 1 and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<parasite clit urchin>><<garousal>><<arousal 6>>

	<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
	<<eventlakewater>>
<<else>>
	<<link [[Practice swimming (0:30)|Lake Shallows]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 and $exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3 and $exposed gte 1>>
		<<link [[Make a top out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 and $exposed gte 1>>
		<<link [[Make a skirt out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
	<<if $exposed gte 1 and $laketeenspresent is 1>>

	<<elseif $dev is 1>>
		<<link [[Swim to dock (0:10)|Lake Dock]]>><<pass 10>><</link>>

	<</if>>
	<<link [[Swim further out (0:12)|Lake Depths]]>><<pass 12>><</link>>

	<<if $exposed gte 1 and $laketeenspresent is 1>>
	<<else>>
		<<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>>

	<</if>>
	<<set $eventskip to 0>>
<</if>>

:: Lake Depths [nobr]

<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<water>><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
	You are swimming in the middle of the lake near the dock. You see several teens hanging out on and around it.
<<else>>
	<<if $weather is "rain">>
		You are swimming in the lake near the shore. The rain is so thick you can't see the shore. An endless deluge surrounds you in all directions.
	<<else>>
		You are swimming in the middle of the lake near the dock.
	<</if>>
<</if>>
<<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">>
	Mason swims nearby.
<</if>>

<<if $laketeenspresent is 1 and $exposed gte 1>>
	You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.

<</if>>
<<if $lakeswim is 1>>
	<<set $lakeswim to 0>>
	You practice swimming in the lake.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
			The dark water dances with the rain. It's exhilarating, if scary.
		<<else>>
			The black water is gentle.
		<</if>>
	<<elseif $daystate is "dusk">>
		<<if $weather is "rain">>
			Rain agitates the cool water.
		<<else>>
			The falls over the trees, casting its double in the water.
		<</if>>
	<<elseif $daystate is "dawn">>
		<<if $weather is "rain">>
			Rain agitates the cool water.
		<<else>>
			The morning sun rises over the trees, casting its double in the water.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
			Rain agitates the warm water.
		<<else>>
			The water is warm and gentle.
		<</if>>
	<</if>>
	<<physique 3>><<swimmingskilluse>>

<</if>>
<<if $phase is 1>>
	<<set $phase to 0>>
	You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
	<<plantupper>>

	<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
		<<parasite nipples urchin>><<garousal>><<arousal 6>>

	<</if>>
<</if>>
<<if $phase is 2>>
	<<set $phase to 0>>
	You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
	<<plantlower>>

	<<if $rng gte 91 and $parasite.penis.name is undefined and $penisexist is 1 and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
		<<parasite penis urchin>><<garousal>><<arousal 6>>

	<<elseif $rng gte 91 and $parasite.clit.name is undefined and $vaginaexist is 1 and $parasitedisable is "f">>
		Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
		<<parasite clit urchin>><<garousal>><<arousal 6>>

	<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<elseif $danger gte (9900 - ($allure + 1000)) and $eventskip is 0 and $lakesurface is 1>>
	Something followed you from the depths. <<eventlakewater>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
	<<eventlakewater>>
<<else>>
	<<link [[Practice swimming (0:30)|Lake Depths]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 and $exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3 and $exposed gte 1>>
		<<link [[Make a top out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 and $exposed gte 1>>
		<<link [[Make a skirt out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
	<<link [[Dive (0:01)|Lake Underwater]]>><<pass 1>><</link>>

	<<link [[Swim towards shore (0:12)|Lake Shallows]]>><<pass 12>><</link>>

	<<if $exposed gte 1 and $laketeenspresent is 1>>
	<<elseif $dev is 1>>
		<<link [[Swim to dock (0:02)|Lake Dock]]>><<pass 2>><</link>>

	<</if>>
	<<set $eventskip to 0>>
<</if>>
<<set $lakesurface to 0>>

:: Lake Dock [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
	You are on the swimming dock. Several teens accompany you on the dock. There is a bikini sitting on the edge with no signs of its owner.
<<elseif $weather is "rain">>
	You are on the swimming dock. The sound of the rain hitting the water surrounding you is almost deafening. <<if $hallucinations gte 1>>You can't see far, yet you feel like something watches you.<</if>>
<<elseif $daystate is "day">>
	You are on the swimming dock. The lake looks placid. You feel like the only person in the entire world.
<<elseif $daystate is "night">>
	<<if $laketeensfire is 1>>
		You are on the swimming dock. You can see the fire from the party a little ways in the distance. Stars dot the water. You feel like you are floating among them.
	<<else>>
		You are on the swimming dock. Stars dot the water. You feel like you are floating among them. <<if $hallucinations gte 1>>You feel like you are being watched.<</if>>
	<</if>>
<<else>>
	You are on the swimming dock. The only sounds you hear are waves crashing upon the sides of the dock.
<</if>>
<<link [[Go swimming|Lake Depths]]>><</link>>

:: Lake Meditate [nobr]

<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $phase is 1>>
	<<set $phase to 0>>
	You sit on the rock and look out at the lake. Meditation effectiveness depends on willpower.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
			The violent darkness roils before you.
		<<else>>
			The blackness stretches before you.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
			The water dances with raindrops.
		<<else>>
			The water is almost perfect in its stillness.
		<</if>>
	<</if>>

<<elseif $phase is 2>>
	<<set $phase to 0>>
	With some effort you quiet your thoughts until they still.

	An hour passes, and you feel less burdened.

<<elseif $phase is 3>>
	<<set $phase to 0>>
	You detach yourself from your thoughts. You witness them come and go, as if summoned by something else.

	<<if $awareness gte 400>>
		The water parts, revealing a gaping abyss. Terror shivers up your spine, and breaks your concentration.
		<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<</if>>
<<elseif $phase is 4>>
	<<set $phase to 0>>
	Your thoughts turn to your <<peniscomma>> and the mocking way people regard it. The torment returns. You try to remain detached.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_penis_tiny gte 1000>>
		Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Tiny Penis trait.

	<</if>>
<<elseif $phase is 5>>
	<<set $phase to 0>>
	Your thoughts turn to your <<peniscomma>> and the mocking way people regard it. The torment returns. You try to remain detached.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_penis_small gte 1000>>
		Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Small Penis trait.

	<</if>>
<<elseif $phase is 6>>
	<<set $phase to 0>>
	Your thoughts turn to your <<peniscomma>> and the mocking way people regard it. The torment returns. You try to remain detached.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_penis_big gte 1000>>
		Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Big Penis trait.

	<</if>>
<<elseif $phase is 7>>
	<<set $phase to 0>>
	Your thoughts turn to your flat chest, and the mocking way people regard it. The torment returns. You try to remain detached.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_breasts_tiny gte 1000>>
		Realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the Acceptance: Tiny Breasts trait.

	<</if>>
<<elseif $phase is 8>>
	<<set $phase to 0>>
	Your thoughts turn to your <<breastscomma>> and the mocking way people regard them. The torment returns. You try to remain detached.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_breasts_small gte 1000>>
		Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the Acceptance: Small Breasts trait.

	<</if>>
<<elseif $phase is 9>>
	<<set $phase to 0>>
	Your thoughts turn to your <<breastscomma>> and the mocking way people regard them. The torment returns. You try to remain detached.

	An hour passes, and for a few moments the weight of scrutiny lifts.

	<<if $acceptance_breasts_big gte 1000>>
		Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the Acceptance: Big Breasts trait.

	<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
	<<passoutlake>>
<<else>>
	<<meditateoptions>>
<</if>>
<<set $eventskip to 0>>


code:
:: Lake Underwater [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<else>>
	You are beneath the lake. You swim over dark silt and between tall weeds.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
			The water is black. It dulls the sound of the rain above.
		<<elseif $weather is "clear">>
			The plants glisten in moonlight.
		<<else>>
			The water is black.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
			The water is dark. It dulls the sound of the rain above.
		<<elseif $weather is "clear">>
			Sunlight pierces the gloom.
		<<else>>
			The water is dark.
		<</if>>
	<</if>>

	<<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<<link [[Surface|Lake Depths]]>><<set $lakesurface to 1>><</link>>

<</if>>

:: Lake Ruin [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
You are in the submerged ruin beneath the lake. Glowing purple lichen covers ancient walls.

<<if $stress gte 10000>>
	<<passoutlake>>
<<else>>
	<<if $sciencelichenknown is 1 and $sciencelichenlake isnot 1 and $scienceproject is "ongoing">>
		<<link [[Retrieve lichen for your science project|Lake Lichen]]>><<set $sciencelichenlake to 1>><<wateraction>><</link>><<loxygen>>

	<</if>>
	<<link [[Swim deeper|Lake Ruin Deep]]>><<wateraction>><</link>><<loxygen>>

	<<link [[Swim outside|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Deep [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
You are deep in the submerged ruin beneath the lake. Pots of different sizes fill the room. There's an ancient door opposite the entrance.
<<if $lakeruinkey isnot 2>>
	It's closed.
<<else>>
	It's open.
<</if>>

<<if $stress gte 10000>>
	<<passoutlake>>
<<else>>
	<<if $lakeruinkey is 1>>
		<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

	<</if>>
	<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

	<<if $lakeruinkey is 2>>
		<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

	<</if>>

	<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Door [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<set $lakeruinkey to 2>>
You hear the ancient mechanism creak and the door groans open. Beyond is a plinth, stood alone in a rubble-strewn room. Atop it sits an ivory necklace. It's studded with blue jewels.

<<link [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><</link>>

<<link [[Leave|Lake Ruin Deep]]>><</link>>

:: Lake Ruin Plinth [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
You are deep in the lake ruin, in a small room with a plinth.
<<if $antiqueivorynecklace is undefined>>
	An ivory necklace sits atop it. It's studded with blue jewels.

	<<link [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><</link>>

<<elseif $tentacledisable is "f" and $hallucinations gte 2>>
	You look around the barren room. You don't see anything besides the plinth, but you hear a faint slithering sound. Something's watching you.

	<<link [[Search|Lake Ruin Deep Offer]]>><<loxygen>><</link>>

<<else>>

<</if>>
<<link [[Leave|Lake Ruin Deep]]>><</link>>

::Lake Ruin Deep Offer [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
Whatever it is, it sounds like it's behind you. No matter what direction you face. You sense a thirst.

<<if $deviancy gte 55>>
	<<link [[Offer yourself|Lake Ruin Deep Offer 2]]>><<loxygen>><</link>><<deviant4>>

<</if>>
<<link [[Leave|Lake Ruin Deep]]>><</link>>

::Lake Ruin Deep Offer 2 [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $exposed gte 2>>
	You spread your arms and legs out, presenting your body to the thing in the room. <<deviancy4>>
<<else>>
	<<strip>>
	You strip naked and give a suggestive wiggle, trying to goad the presence.<<deviancy4>>
<</if>>
After a moment, you sense a number of tentacles approach you from behind. They prod you gently, testing your offer. Though underwater, your skin slickens at their touch.

Several of the tentacles begin to explore your body, depositing trails of slime wherever they go. You feel two of them wrap around your ankles. Everywhere they make contact, a stimulating tingle electrifies your skin. You are filled with an intense excitement as the tendrils slide up your thighs and towards your <<genitalsstop>> <<ggarousal>><<arousal 15>>

<<link [[Continue|Lake Ruin Deep Consentacles]]>><<loxygen>><<set $sexstart to 1>><</link>>

<<link [[Escape|Lake Ruin Deep Consentacles Leave]]>><<loxygen>><</link>>

::Lake Ruin Deep Offer 2 Leave [nobr]

Sensing imminent danger, you decide not to take any risks and leave the room.

<<link [[Continue|Lake Ruin Deep]]>><<loxygen>><</link>>

::Lake Ruin Deep Consentacles[nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<set $enemytrust += 100>>
	<<tentaclestart 6 8>>
<</if>>

<<statetentacles>>
You count $tentacles.active tentacles surrounding you.

<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Lake Underwater Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Ruin Deep Consentacles]]>><</link>><<nexttext>>
<</if>>

::Lake Ruin Deep Consentacles Leave [nobr]

Deciding you've had enough, you attempt to unravel yourself and leave the room.

<<set $swimmingdifficulty to random(-500,1000)>><<swimmingcheck>>
<<if $swimmingcheck is "fail">>
	You try to swim towards the doorway, but you're unable to free yourself. The tentacles snaring your ankles drag you back into the centre of the room while the rest surround you from all sides.

	<<link [[Next|Lake Ruin Deep NonConsentacles]]>><<set $molestationstart to 1>><</link>>

<<else>>
	You free your ankles and make your escape. The tentacles grasp at you with increasing desperation. You narrowly avoid one shooting for your leg, and swim through the doorway. The tentacles protrude from the room and grope around the walls, but they refuse to chase you any further. They slink away.

	<<link [[Continue|Lake Ruin Deep]]>><<loxygen>><</link>>

<</if>>

::Lake Ruin Deep NonConsentacles [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 6 8>>
<</if>>
<<statetentacles>>
You count $tentacles.active tentacles surrounding you.
<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Lake Underwater Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Ruin Deep NonConsentacles]]>><</link>><<nexttext>>
<</if>>

:: Lake Pots [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>>
	<<passoutlake>>
<<else>>
	<<if $rng gte 81>>
		You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock.

		<<if $historytrait gte 4>>
			The box itself is very old. It must be valuable.

			<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</link>>

		<</if>>
		<<set $skulduggerydifficulty to 300>>
		<<link [[Open it|Lake Ruin Box]]>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>

		<<if $lakeruinkey is 1>>
			<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

		<</if>>
		<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

		<<if $lakeruinkey is 2>>
			<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

		<</if>>

		<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<<elseif $rng gte 78 and $swarmdisable is "f">>
		You reach inside one of the pots. Swarms of small fish surge out, surrounding you.

		<<link [[Next|Lake Swarm]]>><<set $molestationstart to 1>><</link>>

	<<elseif $rng gte 51>>
		You reach inside one of the pots. There's purple dust at the bottom. Your probing disturbs it, and it swirls around your arm. You feel heated.<<gstress>><<stress 3>><<garousal>><<arousal 6>>

		<<if $lakeruinkey is 1>>
			<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

		<</if>>
		<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

		<<if $lakeruinkey is 2>>
			<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

		<</if>>

		<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<<elseif $rng gte 41 and $lakeruinkey is undefined>>
		You reach inside one of the pots. You find a decaying bronze key.

		<<set $lakeruinkey to 1>>
		<<link [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

		<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

		<<if $lakeruinkey is 2>>
			<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

		<</if>>

		<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<<else>>
		<<set $rng to random(1, 100)>>
		<<if $rng gte 81>>
			You reach inside one of the pots. It's full of broken ceramics.
		<<elseif $rng gte 61>>
			You reach inside one of the pots. Something inside snaps at you. You pull your hand away in time, but it was close.<<gstress>><<stress 3>>
		<<elseif $rng gte 41>>
			You reach inside one of the pots. It's full of mud.
		<<elseif $rng gte 21>>
			You reach inside one of the pots. It's full of pebbles.
		<<else>>
			You reach inside one of the pots. It's empty.
		<</if>>

		<<if $lakeruinkey is 1>>
			<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

		<</if>>
		<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

		<<if $lakeruinkey is 2>>
			<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

		<</if>>

		<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<</if>>
<</if>>

:: Lake Swarm [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $swarmname to "containers">>
	<<set $swarmmove to "shaking">>
	<<set $swarmcreature to "fish">>
	<<set $swarmspill to "shatter">>
	<<set $swarmsteady to "steady">>
	<<set $swarmSteady to "Steady">>
	<<set $swarmcount to 6>>
	<<set $swarm1 to "active">>
	<<set $swarm2 to "active">>
	<<set $swarm3 to "active">>
	<<set $swarm4 to "active">>
	<<set $swarm5 to "contained">>
	<<set $swarm6 to "contained">>
	<<set $swarmactive to 4>>
	<<set $swimdistance to 8>>
	<<set $water to 1>>
<</if>>
<<if $swimdistance gte 8>>
	You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
	You're escaping the swarm.
<<else>>
	You've almost escaped.
<</if>>
<<underwater>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte 10000>>
	<<link [[Next|Lake Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
	<<link [[Next|Lake Swarm Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Swarm Finish [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<passoutlake>>
<<else>>
	<<tearful>> you swim away from the swarms of fish, who stay near their pots. They disappear inside them.

	<<clotheson>>
	<<endcombat>>
	<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Box [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>
	<<if $rng gte 95>>
		You find a gold necklace.
		<<set $antiquemoney += 500>><<if $antiquegoldnecklace is undefined>><<set $antiquegoldnecklace to "found">><</if>>

	<<else>>
		You find a silver ring.
		<<set $antiquemoney += 30>><<if $antiquesilverring is undefined>><<set $antiquesilverring to "found">><</if>>

	<</if>>
	<<if $historytrait gte 4>>
		You take the empty box too. It belongs in a museum.
		<<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>>

	<</if>>

	<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

	<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<else>>
	You fail to pick the lock.

	<<if $historytrait gte 4>>
		<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</link>>

	<</if>>
	<<link [[Try again|Lake Ruin Box]]>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>

	<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

	<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Lichen [nobr]

<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<set $hallucinogen += 180>>
The lichen crumbles at your touch, but you collect enough for your science project.

You can add the lichen you found to your project in your room or the school library.

A warmth spreads through your fingers, up your arm and into the rest of your body. You feel light-headed.

You've been afflicted by a hallucinogen. You'll have the Hallucinations and Severe Hallucinations traits until it wears off. High trauma or awareness will also cause hallucinations.

<<if $tentacledisable is "f">>
	Tendrils rise from the dark. They dart towards you.

	<<link [[Next|Lake Underwater Tentacles]]>><<set $molestationstart to 1>><</link>>

<<else>>
	<<generates1>><<person1>>A <<person>> emerges from the dark, naked save a necklace of ivory around <<his>> neck. <<He>> shouts something unintelligible, then lunges for you.

	<<link [[Next|Lake Underwater Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Lake Underwater Tentacles [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 6 8>>
<</if>>
<<statetentacles>>
You count $tentacles.active tentacles surrounding you.
<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Lake Underwater Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Underwater Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Lake Underwater Tentacles Finish [nobr]

<<underwater>><<effects>>
The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit.
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Ruin]]>><</link>>

:: Lake Underwater Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $consensual to 0>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<controlloss>>
	<<molested>>
	<<man1init>>
	<<if $NPCList[0].penis isnot "none">><<set $NPCList[0].penis to 0>><</if>><<if $NPCList[0].vagina isnot "none">><<set $NPCList[0].vagina to 0>><</if>>
<</if>>
<<underwater>><<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Lake Underwater Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Lake Underwater Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Lake Underwater Rape]]>><</link>><<nexttext>>
<</if>>

:: Lake Underwater Rape Finish [nobr]

<<set $outside to 1>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $enemyhealth lte 0>>
	<<He>> recoils from you and disappears into darkness. <<tearful>> you turn to the exit.

	<<clotheson>>
	<<endcombat>>
<<else>>
	<<ejaculation>>
	<<He>> disappears into darkness. <<tearful>> you turn to the exit.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<link [[Next|Lake Ruin]]>><</link>>

:: Lake Depths Swarm [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $swarmname to "swarms">>
	<<set $swarmmove to "moving towards you">>
	<<set $swarmcreature to "fish">>
	<<set $swarmspill to "encircle you">>
	<<set $swarmsteady to "fend off">>
	<<set $swarmSteady to "Fend off">>
	<<set $swarmcount to 8>>
	<<set $swarm1 to "active">>
	<<set $swarm2 to "contained">>
	<<set $swarm3 to "contained">>
	<<set $swarm4 to "contained">>
	<<set $swarm5 to "contained">>
	<<set $swarm6 to "contained">>
	<<set $swarm7 to "contained">>
	<<set $swarm8 to "contained">>
	<<set $swarmactive to 1>>
	<<set $swimdistance to 12>>
	<<set $water to 1>>
<</if>>
<<if $swimdistance gte 8>>
	You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
	You're escaping the swarm.
<<else>>
	You've almost escaped.
<</if>>
<<water>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte 10000>>
	<<link [[Next|Lake Depths Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
	<<link [[Next|Lake Depths Swarm Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Depths Swarm Finish [nobr]

<<effects>>
<<if $stress gte 10000>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<passoutlake>>
<<else>>
	<<tearful>> you escape the swarms of fish. They don't pursue.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Lake Depths]]>><</link>>

<</if>>